Shaydy Posted September 4, 2020 Report Posted September 4, 2020 Error popping up "host not responding, possible error crash or overload" happens every time i start on my save since updating to 1.13.2
Tyron Posted September 4, 2020 Report Posted September 4, 2020 Please send me the server-main.txt so i can look into it
smilensilly Posted January 22, 2023 Report Posted January 22, 2023 Some friends & I have setup a dedicated server and started playing recently. The only real issue we have is the issue mentioned here. I have made quite a few changes trying to eliminate this issue. Tick rate, map size, chucks loaded & any other of the limited things I have found on the interwebs. But alas, I can not completely resolve it. I am hosting the game on a dell R810, 64 cores & 64 GB of ram, it sits on a 10gb LAN fiber network. I am local to the machine and have the same impact as remote players. This is a wonderful game, but this issue is frustrating. Has there been any changes or updates to this issue? I am still coming up blank in the multiple searches for a solid resolution. Any assistance would be greatly appreciated. Thanks.
Mihai Ciobotaru Posted September 8, 2025 Report Posted September 8, 2025 (edited) I am also having this issue in 1.21 after repairing a translocator. I hosted a server on LAN while repairing and the error occured. I tried restarting my laptop and even in single player I got the same error. I don't have any mods modifying translocator Edited September 8, 2025 by Mihai Ciobotaru
SAVAG3fox21 Posted June 11 Report Posted June 11 been having an issue with crashing ever since getting the game. Been trying to play multiplayer with a friend. But only I keep crashing. seems to take a couple minutes to crash. crash logs all seem to be the same just at different times. heres the crash log info: Game Version: v1.22.3 (Stable) 6/8/2026 9:02:48 PM: Critical error occurred Loaded Mods: game@1.22.3, creative@1.22.3, survival@1.22.3 System.NullReferenceException: Object reference not set to an instance of an object. at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerIdent(Packet_Server packet) in VintagestoryLib\Client\Systems\Startup.cs:line 193 at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 817 at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 173 at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 742 at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 686 at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 112 at OpenTK.Windowing.Desktop.GameWindow.Run() at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 354 at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 131 at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
ShadowTheParrot Posted July 1 Report Posted July 1 (edited) I also have the same problem, figured it was a mod but it isn't, even base game vanilla spikes my memory up, always going up, never going down. This happened on Windows, and Linux btw. Edited July 1 by ShadowTheParrot
Recommended Posts